Image processing device and method

ABSTRACT

An processing device and method by which a foreground to be combined with a background can be displayed with natural motion and a realistic superimposed image can be displayed. The image processing device, which combines first image data (foreground data) stored in a first memory (23) with second image data (background data) stored in a second memory (24) and outputs a superimposed image, includes a third memory (13) which stores image data of a moving picture, and means (17, 20) for reading the data of the moving picture from the third memory (13) and storing the data of the moving picture in the first memory (23) as the first image data.

TECHNICAL FIELD

The present invention relates to an image processing device and method,and more particularly to an image processing device having a function ofsuperimposing a foreground image and a background image.

BACKGROUND ART

Conventionally, a video game device is known such a kind of imageprocessing device. The video game device is connected to a monitordevice such as a CRT or a liquid crystal display. An image of aforeground such as a character coming on a game is superimposed with animage of a background and is displayed on the monitor device. The gameis played by changing the foreground image and the background image inresponse to a control signal input by the player.

The foreground contains an object (character) having motion, such as ahuman being or an animal. The motion of the character is represented bychanging its position and shape on the display. For example, the motionof a player character, which is a character directly controlled by theplayer, is represented so that the position and shape of the playercharacter is changed in accordance with the control signal given by theplayer.

Conventionally, in order to represent the motion of the character andthe like by a change of its shape, still pictures having differentshapes are produced beforehand and are stored in a non-volatile memorysuch as a ROM. A series of motion is represented by sequentially readingthe still pictures from the memory. The still pictures may beartificially produced or pictures extracted from a natural picture takenby a video camera in a time-lapse way.

The technique of representing the motion of the character by means ofthe still pictures can reduce the capacity of the memory to be built inthe video game device, while it provides an unnatural motion of thecharacter and the player feels insufficient reality during play of thegame.

DISCLOSURE OF THE INVENTION

The present invention was made taking into consideration the above, andhas an object of providing an image processing device and method capableof representing natural motion of a foreground image to be superimposedwith a background image and representing a resultant image having goodreality.

In order to overcome the above disadvantages, the image processingdevice of the present invention, in which a superimposed image isproduced by combining first image data stored in a first memory (23) andsecond image data stored in a second memory (24), includes a thirdmemory (13) storing data of a moving picture, and means (17, 20) forreading the data of the moving picture from the third memory andstoring, as the first image data, the data of the moving picture in thefirst memory.

The disadvantages described above can also be overcome by a method ofobtaining a superimposed image by combining first image data stored in afirst memory (23) and second image data stored in a second memory (24),the method including a first step ([6], [7]) of storing data of a movingpicture in a third memory (13), and a second step ([9]-[11]) of readingthe data of the moving picture from the third memory and storing, as thefirst image data, the data of the moving picture in the first memory.

BRIEF DESCRIPTION OF THE DRAWINGS

Other objects, features and advantages of the present invention willbecome apparent from the following description read in conjunction withthe accompanying drawings, in which:

FIG. 1 is a block diagram of an image processing system which uses animage processing device according to an embodiment of the presentinvention;

FIG. 2 is a diagram of a transfer of moving picture data from a movingpicture frame buffer to a sprite VRAM shown in FIG. 1;

FIG. 3 is a diagram of an example of data stored in the sprite VRAMshown in FIG. 1;

FIG. 4 is a diagram of explaining a scroll process;

FIG. 5 is a diagram of the operation of a priority circuit shown in FIG.1;

FIG. 6 is a diagram of explaining priority bits necessary for theoperation of the priority circuit;

FIG. 7 is a diagram of the operation of the image processing deviceshown in FIG. 1;

FIG. 8 is a diagram of the operation of the image processing deviceshown in FIG. 1;

FIG. 9 is a diagram of the operation of the image processing deviceshown in FIG. 1;

FIG. 10 is a diagram of the operation of the image processing deviceshown in FIG. 1;

FIG. 11 is a diagram of the operation of the image processing deviceshown in FIG. 1; and

FIG. 12 is a diagram of a variation of the image processing device shownin FIG. 1.

BEST MODE FOR CARRYING OUT THE INVENTION

A description will now be given of embodiments of the present inventionwith reference to the accompanying drawings.

FIG. 1 is a block diagram of an embodiment of the present invention. Animage processing device 100 shown in FIG. 1 is used together with a diskdrive 10, a monitor 32 and speakers 44, so that a video game system canbe formed. For example, a video game device for home use is configuredso that the image processing device 100 functions as a device main body,to which a television set 101 having the monitor 32 and the speakers 44are connected. Further, a disk (such as a CD-ROM) which stores a programof a game which the player wants to play is set in the disk drive 10.

The disk stores, in addition to the above program, sound data and imagedata of a moving picture formed by a natural picture or the like. Itwill be noted that the moving picture is defined as a picture having aseries of motion represented by, for example, 10-60 sheets (frames) ofimage data (patterns) per second. For example, an image itself taken bythe video camera is a moving picture. Hence, the sheets of image dataare ordinarily different from each other. On the other hand, as has beendescribed previously, a motion realized by using the still pictures isrepresented by repeatedly combining a few sheets of image data(patterns) together.

In order to save the available storage capacity on the disk, the movingpicture data is compressed and is then stored on the disk. Thecompression is achieved by, for example, the MPEG (Moving PictureExperts Group) method, which is an international standard of theaudio/visual signal encoding method. According to the MPEG method, it ispossible to store, on one disk for 74 minutes, 30 sheets of movingpicture per second and a sound obtained by 44.1 kHz sampling.

In the disk drive 10, compressed moving picture data reproduced from thedisk is stored in an internal buffer 11. The above compressed movingpicture data is data obtained by compressing moving picture data of theYUV system (luminance Y, color differences U and V) according to theMPEG method. The compressed moving picture data stored in the buffer 11is then supplied to a decoder 12 of the image processing device, inwhich the compressed moving picture data is expanded to moving picturedata of the YUV system. Then, the expanded moving picture data iswritten into a moving picture frame buffer 13. The decoder 12 has thefunction of reading the expanded moving picture data of the YUV systemfrom the moving picture frame buffer 13, converting it into movingpicture data of the RGB system and outputting the moving picture data ofthe RGB system. As will be described later, the moving picture data ofthe RGB system produced by the decoder 12 may be output to a sprite VRAM22 via a bus 14 and may be output to a priority circuit 30.

To the bus 14, there are connected a CPU 15, a RAM 16, a bus controller17, a sprite engine 20 performing an image process for a foreground(sprite), and a scroll engine 21 performing an image process for abackground. To the sprite engine 20, there are connected to the spriteVRAM 22 storing foreground patterns, and a sprite frame buffer 23forming a foreground pattern equal to at least one frame. A scroll VRAM24, which stores a background pattern and has a storage area greaterthan one frame, is connected to the scroll engine 21.

The CPU 15 issues a command against the sprint engine 20 and the scrollengine 21 to cause these engines to produce a superimposed image. Thebus controller 17 reads data of the foreground image from the movingpicture frame buffer 13 at a timing in which the CPU 15 does not occupythe bus 14, and writes the read image data into the sprite VRAM 22 fromthe bus 14 via the sprite engine 20. All the content of the movingpicture frame buffer 13 may be transferred to the sprite VRAM 22, orpart (only the foreground part) of the content of the moving pictureframe buffer 13 may be transferred thereto.

FIG. 2 is a diagram of a transfer of the moving picture data from themoving picture frame buffer 13 to the sprite VRAM 22. Under the controlof the CPU 15, part or all of the moving picture data in the movingpicture frame buffer 13 is transferred to the sprite VRAM 22. Cuttingout of part of the moving picture data is carried out so that the CPU 15outputs coordinates data for cutting-out to the frame buffer 13 via thebus controller 17. The above transfer is performed every frame of themoving picture (every pattern). In the embodiment of the presentinvention being considered, foreground images having natural motion canbe produced by transferring the moving picture data from the movingpicture frame buffer 13 to the sprite VRAM 22.

The sprite engine 20 selectively reads image data of a foregroundpattern such as a character, and carries out image processes for theread image data, such as rotation, enlargement, reduction and colorcomputation processes. Thereafter, the sprite engine 20 causes theimage-processed foreground pattern to be stored in an area of the spriteframe buffer 23 specified by a given address. In the example shown inFIG. 2, picture data equal to the whole of one frame and transferred tothe sprite VRAM 22 is subjected to the rotation process by the spriteengine 20 so that the transferred picture data is converted into imagedata forming a rotating cube, which is then stored in the sprite framebuffer 22.

FIG. 3 is a diagram of the inner part of the sprite VRAM 22. In thesprite VRAM 22, a parameter table 22A is stored in addition to aplurality of items of foreground image data (pattern data) 22B. Theparameter table 22A is produced, for example, for each charactercontained in the foreground by the CPU 15. The parameter table 22Aincludes position coordinates data indicating the position of thecorresponding character on the sprite frame buffer 22, the size(dimensions) of the character on the sprite frame buffer 23, datarelating to the tilt of the character including rotation, and positioncoordinates data indicating the position in the sprite VRAM 22 storingpattern data of the character. The sprite engine 20 refers to theparameter table 22A, and writes the pattern data located in thespecified position in the sprite VRAM 22 into a specified position inthe sprite frame buffer 23. A transfer of the moving picture data to thesprite VRAM 22 is performed each time the moving picture data in themoving picture frame buffer 13 is updated or at an appropriate timingother than updating.

The parameters relating to representation of the foreground image arenot limited to the above-described ones, but desirable parameters can bedefined in the parameter table 22A. The pattern data 22B forming theforeground image is not limited to the moving picture frame buffer 13,but may include still-picture data conventionally used.

The foreground image data equal to one frame thus formed in the spriteframe buffer 23 is read by the sprite engine 20, and is directlysupplied, without the bus 14, to the priority circuit 30 in synchronismwith scanning of the monitor 32 (vertical, horizontal and dotsynchronizations for the monitor 32).

Principally, it is sufficient for the sprite frame buffer 23 to have astorage area equal to one frame. However, it is preferable that astorage area equal to two frames be provided and the writing and readingoperations on the two frames are alternately carried out in order tospeed up the process.

The scroll engine 21 produces the background image, on which thecharacters can be moved, and other images. The scroll VRAM 24 has atleast one storage area which is greater than one frame and correspondsto the scroll picture plane. The scroll picture plane corresponds to aplane obtained by extending and connecting right, left, upper and lowerends of the screen (one frame) of the monitor 32. The scroll engine 21scrolls the background by moving the display area which is located inthe scroll picture plane in the scroll VRAM 24 and is to be displayed onthe monitor screen.

The background image data stored in the scroll VRAM 24 is, for example,data read from the disk drive 10 under the control of the CPU 15. Inorder to reduce the amount of data stored in the scroll VRAM 24, animage equal to one frame can be formed by combining squares, each havinga certain size (normally, 8×8 dots or 16×16 dots) (VRAM method).

FIG. 4 is a diagram showing the scroll process. Units (a), (b) and (c)having different patterns as well as a table (pattern table) definingthe order of arranging these units are stored in a storage area in thescroll VRAM 24 other than the storage area used for storing the scrollpicture. For example, these units are read from the CD-ROM beforehandand are stored in the scroll VRAM 24. The CPU 15 outputs the parametersrelating to the scroll process to the scroll engine 21. The scrollengine 21 reads the pattern name table in the scroll VRAM 24, and thenreads cells defined therein. Then, the scroll engine 21 directly outputsthe scroll picture plane to the priority circuit 30 via the bus 14. Theabove sequential operation is carried out in real time in synchronismwith the scan of the monitor 32 (vertical, horizontal and dotsynchronizations).

The priority circuit 30 receives the sprite picture plane supplied fromthe sprite engine 20 (for example, a picture plane 50 in FIG. 5), andthe scroll picture plane supplied from the scroll engine 21 (forexample, a picture plane 51 in FIG. 5), and superimposes these pictureplanes to thereby produce a digital video signal indicating asuperimposed picture plane (52 in FIG. 5) equal to one frame. In thepicture plane superimposing operation, it is necessary to determine, foreach dot, whether the sprite picture plane or the scroll picture planeshould be valid (selected). In order to perform the above determination,a priority bit is added to the image data forming the sprite pictureplane every dot.

FIG. 6 is a diagram of image data of a sprite picture plane and apriority bit added thereto. As shown in part (A) of FIG. 6, one pixel inthe expanded moving picture forming the sprite picture plane isexpressed by 15 bits consisting of five bits for R, five bits for G andfive bits for B. One pixel shown in part (A) of FIG. 6 represents lightyellow. A priority bit PB of one bit is added to the one-pixel data asshown in part (A) of FIG. 6. When the priority bit PB is equal to 1 asshown in part (A) of FIG. 6, it is valid, and the correspondingone-pixel data is selected by the priority circuit 30 and is output to avideo D/A converter 31. When PB=0 (shown in part (B) of FIG. 6), thepriority bit is invalid, and the corresponding one-pixel data is notselected by the priority circuit 30, but one-pixel data of image dataforming the scroll picture plane is selected by the priority circuit 30,and is output to the D/A converter 31. The priority bit PB shown in FIG.6 is one bit, but may consist of a plurality of bits. For example, inthe structure shown in FIG. 1, a plurality of priority bits PB, forexample, two bits, are needed to process a case where the sequence ofdisplaying the scroll picture plane and the sprite picture plane (thesequence indicating whether the scroll picture plane or the spritepicture plane should be overlapped on the other one) is specified everydot. An example of the above case is such that there are moving pictureshaving a near-ground and a far-ground other than images located in anequal distance, and the scroll plane or the sprite plane is insertedbetween the near-ground and the far-ground.

The decoder 12 shown in FIG. 1 expands the compressed moving picturedata and adds the priority bit PB to the expanded data under the controlof the CPU 15. Images that are contained in the foreground and are otherthan the moving picture are assigned the priority bits PB beforehand andare stored in the sprite VRAM 22.

The D/A converter 31 shown in FIG. 1 receives the digital video signalfrom the priority circuit 30, and converts it into an analog videosignal, which is then output to the monitor 32. An I/O controller 41receives a control signal from a control pad unit 40 operated by theplayer, and outputs it to the CPU 15. A sound engine 42 produces soundsto be output during game play, and outputs a corresponding analog audiosignal to the speakers 44 via an audio D/A converter 43.

A description will now be given, with reference to a timing chart ofFIG. 7, of the operation of the image processing device 100 shown inFIG. 1. It will be noted that FIG. 7 is primarily intended to showsignals transferred between parts of the image processing device 100 andthese signals may not be transferred in the sequence illustrated in FIG.7. In FIG. 7, numerals located above the vertical lines correspondenceto those assigned to the blocks shown in FIG. 1.

The CPU 15 outputs an instruction for reading the disk (CD-ROM) to thedisk drive 10 (step [1]). The disk drive 10 reads the specifiedcompressed moving picture data from the disk, and stores it in thebuilt-in buffer 11. The decoder 12 reads the compressed moving picturedata from the buffer 11, and reproduces (expands) it so that expandedmoving picture data is stored in the moving picture frame buffer 13(step [2]). The CPU 15 produces the aforementioned parameter tables inthe sprite VRAM 22 via the sprite engine 20 (steps [3] and [4]). Forexample, the parameter tables used in a fighting game are respectivelyproduced with respect to the player's character and an enemy character,and the coordinates, sizes, tilts and pattern data storage positions ofthe player's character and the enemy character are stored in therespective parameter tables, as shown in FIG. 3. The motion of theplayer's character is controlled in accordance with the control signalinput by the player via the control pad unit 40 (steps [8] and [9]). TheCPU 15 updates one or plural parameters in the parameter table, such asthe coordinates values, each time it receives the control signal. Theparameters of the player's character such as the coordinates values areupdated according to a predetermined rule under the control of the CPU15.

The CPU 15 outputs an instruction of transferring the expanded movingpicture data to the bus controller 17 (step [5]). The bus controller 17reads the moving picture image data from the moving picture frame buffer13, and transfers it to the sprite VRAM 22 via the bus 14 (steps [6] and[7]). The sprite engine 20 reads image data (pattern data) of theforeground (sprite) stored in the sprite VRAM 22 according to theparameter tables formed in the sprite VRAM 22, and makes the read imagedata stored in the sprite frame buffer 23 with the specifiedcoordinates, size and tilt (steps [10], [11]).

After all foreground image equal to one frame is stored in the spriteframe buffer 23 in the above-mentioned way, the sprite engine 20 readsthe image data of the sprite picture plane from the sprite frame buffer23, and outputs it to the priority circuit 30 (step [12]). The scrollengine 21 reads image data of the scroll picture plane from the scrollVRAM 24, and outputs it to the priority circuit 30 (steps [13], [14]).In the case where the moving picture data stored in the moving pictureframe buffer 13 is used instead of the scroll picture plane or is usedas a background in addition to the scroll picture plane, the prioritycircuit 30 receives image data of the moving picture from the movingpicture frame buffer 13 (steps [15], [16]). In accordance with thepriority bit, the priority circuit 30 selects either the sprite pictureplane or the scroll picture plane for each dot, and outputs the dot ofthe selected picture plane to the video D/A converter 31 (step [17]). Inthe case where the moving picture plane read from the moving pictureframe buffer 13 is used, one of the planes including the above plane isselected on the one-dot basis and is output to the video D/A converter31 (step [17]). The video D/A converter converts the received digitalvideo signal into the corresponding analog signal, which is then outputto the monitor 32 (step [18]).

In parallel to the above image processing and outputting, the soundengine 42 produces BGM, effective sounds and speech, and outputs acorresponding digital audio signal to the audio D/A converter 43. Theaudio D/A converter 43 converts the digital audio signal to thecorresponding analog audio signal, which is then output to the speakers44.

The above process is repeatedly performed and the game goes on.

FIG. 8 is a diagram showing that characters of moving pictures used in agame are stored in the moving picture frame buffer 13. Three movingpicture characters 40a, 40b and 40c are stored in one frame of themoving picture frame buffer 13. More particularly, FIG. 8 corresponds toone scene (one frame) of moving picture data, and a large number ofitems of moving picture data (a large number of frames) are stored inthe CD-ROM so as to lead to and follow the frame shown in FIG. 8. Themoving picture data shown in FIG. 8 is subjected to a process on theframe basis so that parts 40a-40c are cut out and are then transferredto and stored in a specified area in the sprite VRAM 22. As shown inFIG. 9, foreground images 41a, 41b, 41c and 41d of still pictures may bestored in the sprite VRAM 22.

Out of the foreground images shown in FIG. 9, the foreground image 40cis enlarged and rotated by the sprite engine 20, and is stored in thesprite frame buffer 23, as shown in FIG. 10. Further, the foregroundimage 41c is reduced and stored in the sprite frame buffer 23, as shownin FIG. 10. The foreground image in the sprite frame buffer 23 shown inFIG. 10 is superimposed with the background image stored in the scrollVRAM 24 by the priority circuit 30, and a resultant image as shown inFIG. 11 is produced. In the above-mentioned way, it becomes possible torealize a display in which the foreground such as characters can bechanged on the frame basis and hence the foreground can be displayed asa moving picture. Hence, natural motion of characters can be obtainedand reality in playing the game can be improved.

It will be noted that the sprite engine 20, the scroll engine 21 and thepriority process themselves can be carried out in conventional imageprocessing devices, and the structures thereof will be apparent to aperson having ordinary skill in the art. Hence, a description of thestructures referring to the detailed parts thereof will be omitted here.Normally, the sprite engine 20 and the scroll engine 21 are formed byhardware. The embodiment of the present invention being considered isintended to overcome the aforementioned disadvantages by primarilymodifying signals to be processed in the structure the engines (all orpart of the moving picture data is written into the sprite VRAM 22 onthe frame basis).

FIG. 12 is a block diagram of a variation of the structure shown inFIG. 1. A decoder 12a shown in FIG. 12 is substituted for the decoder 12shown in FIG. 1. In the structure shown in FIG. 12, the moving pictureframe buffer 13 is directly connected to the bus 14. The decoder shownin FIG. 12 expands compressed moving picture data of the YUV system readfrom the buffer 11, and converts it into the RGB-system moving picturedata, which is then stored in the moving picture frame buffer 13. Themoving picture data of the RGB system read from the moving picture framebuffer 13 can be output to the sprite VRAM 22 and the priority circuit30. In the above way, the moving picture frame buffer 13 used in thestructure shown in FIG. 12 can store moving picture data of the RGBsystem.

INDUSTRIAL APPLICABILITY

As described above, according to the image processing device of thepresent invention, it becomes possible to use, as a foreground, a movingpicture such as a character and reality of superimposed images can beimproved. These advantages are very effective in practical use. Thepresent invention is not limited to home-use game machines but includesbusiness-use game machines. Further, the present invention is notlimited to game machines but broadly includes an image processing devicewhich superimposed images to form a picture plane.

We claim:
 1. An image processing device having a first memory, firstdata processing means for storing image data of a first type in saidfirst memory, a second memory for storing image data of a second type,and second data processing means for combining the image datarespectively read from said first memory and said second memory and foroutputting resultant image information,said image processing devicebeing characterized by further comprising a third memory, and third dataprocessing means for reading data of a moving picture from an outside ofsaid image processing device and writing the data of the moving pictureinto said third memory, wherein said first data processing means readsthe image data stored in said third memory, processes read image data asimage data of the first type, and stores processed image data in saidfirst memory.
 2. An image processing device having a first memory, firstdata processing means for storing image data of a first type in saidfirst memory, a second memory for storing image data of a second type,and second data processing means for combining the image datarespectively read from said first memory and said second memory and foroutputting resultant image information;said image processing devicebeing characterized by further comprising a third memory, and third dataprocessing means for reading data of a moving picture from an outside ofsaid image processing device and writing the data of the moving pictureinto said third memory, wherein said first data processing means readsthe image data stored in said third memory, processes read image data asimage data of the first type, and stores processed image data in saidfirst memory; wherein the image data of the first type is foregroundimage data forming a foreground of the superimposed image; the imagedata of the second type is background image data forming a background ofthe superimposed image; said image processing device further comprises afourth memory for storing foreground image data, and fourth dataprocessing means for transferring the image data stored in said thirdmemory to said fourth memory as the foreground image data; and saidfirst data processing means performs a predetermined image process forprocessing the image data read from said fourth memory to obtain adesired display image and stores the image-processed foreground imagedata in said first memory.
 3. The image processing device as claimed inclaim 2, characterized in that said fourth data processing meanscomprises means for cutting out part of the image data stored in saidthird memory and transfers the cut-out image data to said fourth memory.4. The image processing device as claimed in claim 2, characterized inthat said fourth data processing means comprises means for transferringone frame of the image data stored in said third memory to said fourthmemory.
 5. The image processing device as claimed in claim 2,characterized in that said second data processing means furthercomprises priority circuit means for selecting, on a dot basis of theimage data, the image data of the first type or the image data of thesecond type.
 6. The image processing device as claimed in claim 2,characterized in that said third data processing means comprises decodermeans for reading and expanding compressed moving picture data in anexternal storage device and for writing expanded moving picture datainto said third memory.
 7. The image processing device as claimed inclaim 2, characterized in that said fourth data processing means furthercomprises means for transferring the image data to said second dataprocessing means from said third memory; andpriority circuit means forselecting, on a dot basis of the image data, one of the image data ofthe first type, the image data of the second type and the image dataread from said third memory.
 8. An image processing devicecomprising:first data processing means; a first memory and a secondmemory; second data processing means for storing image data in saidfirst memory under control of said first data processing means,producing image data of a first type by performing a predetermined imageprocess for processing the image data read from said first memory toobtain a desired display image, and storing produced image data in saidsecond memory; third data processing means, having a third memory, forproducing image data of a second type and storing the image data of thesecond type in said third memory; fourth data processing means forcombining the image data from said second and third memories andoutputting resultant display image information; and fifth dataprocessing means, having a fourth memory, for reading data of a movingpicture from an outside of the image processing device and storing thedata of the moving picture in said fourth memory, said first dataprocessing means comprising means for reading the data of the movingpicture stored in said fourth memory and storing read data of the movingpicture in said first memory, and said second data processing meanscomprising means for performing a predetermined image process for thedata of the moving picture read from said second memory to obtain adesired image and storing image-processed data of the moving picture insaid second memory.
 9. The image processing device as claimed in claim8, characterized in that said first data processing means furthercomprises means for transferring the data of the moving picture fromsaid fourth memory to said fourth data processing means, and priorityselecting means for selecting, on a dot basis of the image data, one ofthe image data read from said second memory, the image data read fromsaid third memory and the image data read from said fourth memory. 10.An image processing device characterized by comprising:a first memory;first data processing means for reading a series of moving picture datafrom an external device and storing the series of moving picture data insaid first memory; a second memory; a second data processing meansincluding means for writing still-picture data in said second memory andmeans for writing the moving picture data stored in said first memory insaid second memory; a third memory; third data processing means forproducing first display image data by sequentially reading either thestill-picture data or the moving picture data from said second memoryand performing a predetermined image process for processing read data sothat a series of motion can be represented and for storing the firstdisplay image data in said third memory; a fourth memory; fourth dataprocessing means for producing second image data and storing the secondimage data in said fourth memory; and fifth data processing means forcombining the image data read from said third and fourth memories andfor outputting resultant display image information.
 11. An imageprocessing device characterized by comprising:a moving picture framebuffer memory; first data processing means for reading a series ofmoving picture data from an external storage device and sequentiallystoring the series of moving picture data in said moving picture framebuffer memory; a first video memory; a second data processing meansincluding means for writing still-picture data in said first videomemory and means for writing the moving picture data stored in saidmoving picture frame buffer memory into said first video memory; asecond frame buffer memory; third data processing means for sequentiallyreading the still-picture data and the moving picture data from saidfirst video memory and performing a predetermined image process forprocessing read data so that foreground image data for representing aseries of motion is produced and for storing the foreground image datain said second frame buffer memory; a second video memory; fourth dataprocessing means for producing background image data and storing thebackground image data in said second video memory; and fifth dataprocessing means for combining the image data read from said secondframe buffer memory and said second video memory and for outputtingresultant display image information.
 12. A game machine, comprising:animage processing device, comprising:a moving picture frame buffermemory, first data processing means for reading a series of movingpicture data from an external storage device and sequentially storingthe series of moving picture data in said moving picture frame buffermemory, a first video memory, a second data processing means includingmeans for writing still-picture data in said first video memory andmeans for writing the moving picture data stored in said moving pictureframe buffer memory into said first video memory, a second frame buffermemory, third data processing means for sequentially reading thestill-picture data and the moving picture data from said first videomemory and performing a predetermined image process for processing readdata so that foreground image data for representing a series of motionis produced and for storing the foreground image data in said secondframe buffer memory, a second video memory, fourth data processing meansfor producing background image data and storing the background imagedata in said second video memory, and fifth data processing means forcombining the image data read from said second frame buffer memory andsaid second video memory and for outputting resultant display imageinformation; said image processing device further comprises an I/Ocontroller for accommodating a game control device, means for connectingsaid image processing device to the external storage device, and meansfor executing a game program, said first data processing means comprisesa decoder for expanding compressed moving picture data, wherein the gameprogram and the compressed moving picture data are stored in theexternal storage device, the game program is input to said imageprocessing device, said first data processing means reads and expandsthe compressed moving picture data, and stores the expanded movingpicture data in said moving picture frame buffer memory.
 13. A methodincluding step (a) of storing image data in a first memory, step (b) ofsequentially reading desired image data from said first memory,producing display image data of a first type representing motion, andstoring the produced display image data in a second memory, step (c) ofproducing display image data of a second type in a third memory, andstep (d) of sequentially reading image information from said second andthird memories, combining the display image data of the first and secondtypes to thereby produce superimposed display image data, characterizedin that said method comprises:step (e) of sequentially reading a seriesof moving picture data stored in an external storage device and storingthe series of moving picture data in a fourth memory; and step (f) ofsequentially reading the moving picture data stored in said fourthmemory and storing the moving picture data in said first memory, in thestep (b), the moving picture data being subjected to a predeterminedimage process and being stored, as the first display image data, in saidsecond memory.
 14. The method as claimed in claim 13, characterized inthat the step (d) sequentially reads the moving picture data stored insaid third memory and combines the moving picture data with a displayimage to thereby produce said superimposed display image data.
 15. Animage processing method comprising the steps of:(a) sequentially readinga series of moving picture data from an external device and storing theread data in a first memory; (b) producing still-picture data andstoring the produced data in a second memory; (c) storing the movingpicture image read from said first memory in said second memory; (d)performing a predetermined image process for the still-picture data readfrom said second memory to produce foreground image data representing aseries of motion, and storing the thus produced foreground image data ina third memory when the still-picture data is stored in said secondmemory; (e) performing a predetermined image process for the movingpicture data read from said second memory to produce foreground imagedata including a moving picture, and storing the thus producedforeground image data in said third memory; (f) producing backgroundimage data and storing the background image data in a fourth memory; and(g) reading the image data from said third and fourth memories andproducing display image data by combining the foreground image data andthe background image data.